cocos2D-X config external library
1.Android.mk
{
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/external)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/cocos)
$(call import-add-path,$(LOCAL_PATH)/../../../cocos2d/cocos/audio/include)
#$(call import-add-path,$(LOCAL_PATH)/../../../Classes/exter)
#$(call import-add-path,$(LOCAL_PATH)/../../../Classes/exter/libyuv)
LOCAL_MODULE := MyGame_shared
LOCAL_MODULE_FILENAME := libMyGame
LOCAL_SRC_FILES := $(LOCAL_PATH)/hellocpp/main.cpp \
$(LOCAL_PATH)/../../../Classes/AppDelegate.cpp \
$(LOCAL_PATH)/../../../Classes/HelloWorldScene.cpp\
LOCAL_C_INCLUDES := $(LOCAL_PATH)/../../../Classes
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../../Classes/exter
LOCAL_C_INCLUDES += $(LOCAL_PATH)/../../../Classes/exter/libyuv
# _COCOS_HEADER_ANDROID_BEGIN
# _COCOS_HEADER_ANDROID_END
LOCAL_STATIC_LIBRARIES := cocos2dx_static
# _COCOS_LIB_ANDROID_BEGIN
LOCAL_LDLIBS += libs/$(TARGET_ARCH_ABI)/libNDKLIBRARY.so
# _COCOS_LIB_ANDROID_END
include $(BUILD_SHARED_LIBRARY)
$(call import-add-path, $(LOCAL_PATH)/../../../cocos2d)
$(call import-module, cocos)
# _COCOS_LIB_IMPORT_ANDROID_BEGIN
# _COCOS_LIB_IMPORT_ANDROID_END
}
2.Application.mk
{
APP_STL := c++_static
APP_CPPFLAGS := -frtti -DCC_ENABLE_CHIPMUNK_INTEGRATION=1 -std=c++11 -fsigned-char -Wno-extern-c-compat
APP_LDFLAGS := -latomic
APP_ABI := armeabi-v7a
APP_SHORT_COMMANDS := true
ifeq ($(NDK_DEBUG),1)
APP_CPPFLAGS += -DCOCOS2D_DEBUG=1
APP_OPTIM := debug
else
APP_CPPFLAGS += -DNDEBUG
APP_OPTIM := release
endif
}
3.build.gradle
{
apply plugin: 'com.android.application'
android {
compileSdkVersion PROP_COMPILE_SDK_VERSION.toInteger()
buildToolsVersion PROP_BUILD_TOOLS_VERSION
defaultConfig {
applicationId "com.sim.pro"
minSdkVersion PROP_MIN_SDK_VERSION
targetSdkVersion PROP_TARGET_SDK_VERSION
versionCode 1
versionName "1.0"
externalNativeBuild {
if (PROP_BUILD_TYPE == 'ndk-build') {
ndkBuild {
targets 'MyGame'
arguments 'NDK_TOOLCHAIN_VERSION=clang'
arguments '-j' + Runtime.runtime.availableProcessors()
}
}
else if (PROP_BUILD_TYPE == 'cmake') {
cmake {
targets 'MyGame'
arguments "-DCMAKE_FIND_ROOT_PATH=", "-DANDROID_STL=c++_static", "-DANDROID_TOOLCHAIN=clang", "-DANDROID_ARM_NEON=TRUE", \
"-DUSE_CHIPMUNK=TRUE", "-DUSE_BULLET=TRUE"
cppFlags "-frtti -fexceptions"
// prebuilt root must be defined as a directory which you have right to access or create if you use prebuilt
// set "-DGEN_COCOS_PREBUILT=ON" and "-DUSE_COCOS_PREBUILT=OFF" to generate prebuilt, this way build cocos2d-x libs
// set "-DGEN_COCOS_PREBUILT=OFF" and "-DUSE_COCOS_PREBUILT=ON" to use prebuilt, this way not build cocos2d-x libs
//arguments "-DCOCOS_PREBUILT_ROOT=/Users/laptop/cocos-prebuilt"
//arguments "-DGEN_COCOS_PREBUILT=OFF", "-DUSE_COCOS_PREBUILT=OFF"
}
}
}
ndk {
abiFilters = []
abiFilters.addAll(PROP_APP_ABI.split(':').collect{it as String})
}
}
sourceSets.main {
java.srcDir "src"
res.srcDir "res"
manifest.srcFile "AndroidManifest.xml"
assets.srcDir "../../Resources"
jniLibs.srcDir "libs"
}
externalNativeBuild {
if (PROP_BUILD_TYPE == 'ndk-build') {
ndkBuild {
path "jni/Android.mk"
}
}
else if (PROP_BUILD_TYPE == 'cmake') {
cmake {
path "../../CMakeLists.txt"
}
}
}
signingConfigs {
release {
if (project.hasProperty("RELEASE_STORE_FILE")) {
storeFile file(RELEASE_STORE_FILE)
storePassword RELEASE_STORE_PASSWORD
keyAlias RELEASE_KEY_ALIAS
keyPassword RELEASE_KEY_PASSWORD
}
}
}
buildTypes {
release {
debuggable false
jniDebuggable false
renderscriptDebuggable false
minifyEnabled true
shrinkResources true
proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
if (project.hasProperty("RELEASE_STORE_FILE")) {
signingConfig signingConfigs.release
}
externalNativeBuild {
ndkBuild {
arguments 'NDK_DEBUG=0'
}
}
}
debug {
debuggable true
jniDebuggable true
renderscriptDebuggable true
externalNativeBuild {
ndkBuild {
arguments 'NDK_DEBUG=1'
}
}
}
}
}
android.applicationVariants.all { variant ->
// delete previous files first
delete "${buildDir}/intermediates/assets/${variant.dirName}"
variant.mergeAssets.doLast {
copy {
from "${buildDir}/../../../Resources"
into "${buildDir}/intermediates/assets/${variant.dirName}"
exclude "**/*.gz"
}
copy {
from "${buildDir}/libs"
into "${buildDir}/intermediates/libs/"
exclude "**/*.gz"
}
}
}
dependencies {
implementation fileTree(dir: 'libs', include: ['*.jar'])
implementation project(':libcocos2dx')
}
}
4. libs
{
}
5.test
{
/**************************************************************************** Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ****************************************************************************/ #include "HelloWorldScene.h" #include "SimpleAudioEngine.h" #include "SOIL2/SOIL2.h" #include "libyuv.h" USING_NS_CC; Scene* HelloWorld::createScene() { return HelloWorld::create(); } // Print useful error message instead of segfaulting when files are not there. static void problemLoading(const char* filename) { printf("Error while loading: %s\n", filename); printf("Depending on how you compiled you might have to add 'Resources/' in front of filenames in HelloWorldScene.cpp\n"); } // on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if (!Scene::init()) { return false; } auto visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto closeItem = MenuItemImage::create("CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(HelloWorld::menuCloseCallback, this)); float x = origin.x + visibleSize.width - closeItem->getContentSize().width / 2; float y = origin.y + closeItem->getContentSize().height / 2; closeItem->setPosition(Vec2(x, y)); // create menu, it's an autorelease object auto menu = Menu::create(closeItem, NULL); menu->setPosition(Vec2::ZERO); this->addChild(menu, 1); //auto sprite = Sprite::create("06a03.jpg"); //sprite->setPosition(Vec2(visibleSize.width / 2 + origin.x, visibleSize.height / 2 + origin.y)); //this->addChild(sprite, 0); int width, height; std::string fullpath = FileUtils::getInstance()->fullPathForFilename("06a03.jpg"); unsigned char *data = SOIL_load_image(fullpath.c_str(), &width, &height, 0, SOIL_LOAD_RGBA); ssize_t size; data = FileUtils::getInstance()->getFileData(fullpath, "rb", &size); data = SOIL_load_image_from_memory(data,size,&width,&height, 0, SOIL_LOAD_RGBA); if (data == nullptr) { cocos2d::log("%s . path is : %s\n", "path error",fullpath.c_str()); } Image *image = new (std::nothrow) Image(); //cocos2d::Texture2D::PixelFormat::RGBA8888 image->initWithRawData(data, size, width,height, 2); image->setPNGPremultipliedAlphaEnabled(true); //SOIL_free_image_data(data); auto so = Sprite::createWithTexture(Director::getInstance()->getTextureCache()->addImage(image, "key")); //auto so = Sprite::create("res/06a03.jpg"); so->setPosition(visibleSize / 2); so->setScale(2.0f); delete image; this->addChild(so); return true; } void HelloWorld::menuCloseCallback(Ref* pSender) { //Close the cocos2d-x game scene and quit the application Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif /*To navigate back to native iOS screen(if present) without quitting the application ,do not use Director::getInstance()->end() and exit(0) as given above,instead trigger a custom event created in RootViewController.mm as below*/ //EventCustom customEndEvent("game_scene_close_event"); //_eventDispatcher->dispatchEvent(&customEndEvent); }
}